Results 91 to 120 of 255
-
2020-08-06, 09:16 PM (ISO 8601)
- Join Date
- Oct 2009
Re: spells that you would never want.
I am not seaweed. That's a B.
Praise I've received A quick outline on building a homebrew campaign
Avatar by Tiffanie Lirle
-
2020-08-06, 09:52 PM (ISO 8601)
- Join Date
- Jun 2018
- Location
- New England
Re: spells that you would never want.
Phoenix Fire is one of the worst spells in 3.5.
Higher cap Flame Strike but you die, lose a level and get resurrected. Awful for a level 7 spell.
-
2020-08-06, 11:19 PM (ISO 8601)
- Join Date
- Nov 2011
- Gender
Re: spells that you would never want.
DWC: I thought I found a winner in Energize Potion (BoED) but that beats it.
-
2020-08-06, 11:19 PM (ISO 8601)
- Join Date
- Jan 2014
Re: spells that you would never want.
Consumptive Field caps out at half-base-CL, so even that only gets +10 at like...lvl 20, without additional assistance. It's some absurd shenanigans.
I guess if your DM allows the reading where Reserves Of Strength completely uncaps Consumptive Field, and your Cleric 7 can get enough kills in 10 rounds, then Consumptive Field could theoretically give NI CL, but that's...not something I would expect to fly at...most tables.
Currently Recruiting WW/Mafia: Logic's Deathloop Mafia and Cazero's Graduates Of Hope's Peak - Danganronpa Mafia
Avatar by AsteriskAmp
My Homebrew
-
2020-08-06, 11:33 PM (ISO 8601)
- Join Date
- Jun 2018
- Location
- New England
-
2020-08-07, 07:55 AM (ISO 8601)
- Join Date
- Apr 2013
- Location
- Middle of nowhere USA.
- Gender
Re: spells that you would never want.
Once had a high power high level game where I refused to use Gate, Wish, Binding, Simulacrum, Miracle, or Genesis.
And that's just the short list of spells they're so good you dont actually want to use them.
-
2020-08-07, 10:42 AM (ISO 8601)
- Join Date
- Jun 2018
-
2020-08-07, 12:28 PM (ISO 8601)
- Join Date
- Jan 2015
- Location
- Alamogordo
- Gender
Re: spells that you would never want.
If you're encountering a flying enemy at night that prefers flight and knows to avoid a tripwire, you're not really at the level that a mundane tripwire would be useful, and you're probably at the level that, like I have said in previous comments, the alarm is marginally useful. By then, you're at the level where you should just be hopping in a Tiny Hut instead and staying the night in that.
It's really not useful low level since you already need to spend the money on the mundane items, and when you're high enough level for it to last through all the nightwatches, you have better options for trivializing camping. And again, it doesn't help for protecting your things unless you do all your operations within 1 mile of your base. If you're travelling cross-country, it doesn't do anything helpful.
If a spell requires you to save the slot until the end of the day at a level when a wizard only has six spells to use all day, then it's an inefficient spell slot. You are reducing your effectiveness by 1/6th. At least with Sorcerer, by the time you can take Tiny Hut you've got 14 spells per day and 6 first level slots. As a level 6 wizard, you have a 3/3/2 breakdown. Holding on to 1/8 of your effectiveness is less bad but still not great. If you can use a mundane method to save you the efficiency, use it. A wand of alarm could be useful, I guess.
Basically, this whole argument about "Spells that you would never want" should hinge more on "what percentage of your total slots are you spending, and how little does that spell do?"
P.S. I guess technically my math is slightly off, because I didn't account for bonus spells, but assuming an 18 in Intelligence, you still only have 1 bonus first level spell per day. So you save half your spells per day at level 1, or a third at level 2 or one-fourth by level 6. All to do something that a couple skill checks can replicate (Listen, Spot, and a couple craft (Trapmaking) checks).
P.P.S. Also another spell I would never use, but I'd get as a cleric by default is Mass Cure Wounds. The equivalent level Mass Vigors are better.Last edited by Wildstag; 2020-08-07 at 12:29 PM.
Characters I've enjoyed playing for more than four sessions:
Falgar the Swiftblade
Revain Sumeth, Whip Fighter Extraordinaire
Malvin Firel, Cleric of Corellon, Destroyer of Undeath
Vongur Dorent, Primeval Champion of Poverty
In defense of the Vow of Poverty
-
2020-08-07, 01:03 PM (ISO 8601)
- Join Date
- Oct 2011
-
2020-08-07, 01:31 PM (ISO 8601)
- Join Date
- Aug 2018
- Gender
Re: spells that you would never want.
MCLW is mostly helpful for making sure an ally doesn't bleed out, because the MC*W spells are the only core ranged healing. They also have the dubious benefit of being an area-of-effect attack that also heals you, although if you're a cleric you have better ways of dealing with the undead. I've cast MCLW, but I wouldn't ever prep it if spontaneous conversion didn't exist.
-
2020-08-07, 02:34 PM (ISO 8601)
- Join Date
- Apr 2013
- Location
- Middle of nowhere USA.
- Gender
Re: spells that you would never want.
OH! I remembered a useless one. Interplanetary Teleport.
Because Greater Teleport exists and has exactly zero trouble taking you to another planet.
-
2020-08-07, 02:46 PM (ISO 8601)
- Join Date
- Aug 2018
- Gender
-
2020-08-07, 02:52 PM (ISO 8601)
- Join Date
- Dec 2015
- Gender
Re: spells that you would never want.
⚣ Tanuki in the Playground. ⚣
-
2020-08-07, 03:07 PM (ISO 8601)
- Join Date
- Jan 2015
- Location
- Alamogordo
- Gender
Re: spells that you would never want.
I'll be honest, I love Faith Healing just so I can lord the healing over people. "Well if you wanted my healing, you'd better convert to the faith of Corellon Larethian" is just so funny, and is one of the best ways to be a "
jerkzealous priest".
It really is a shame there's no modified forms of it, but I've met GMs that are willing to just make Faith Healing scale 1:1 with Cure Wounds, but not replace "Spontaneous Casting" with Faith Healing.Last edited by Wildstag; 2020-08-07 at 03:07 PM.
Characters I've enjoyed playing for more than four sessions:
Falgar the Swiftblade
Revain Sumeth, Whip Fighter Extraordinaire
Malvin Firel, Cleric of Corellon, Destroyer of Undeath
Vongur Dorent, Primeval Champion of Poverty
In defense of the Vow of Poverty
-
2020-08-07, 03:12 PM (ISO 8601)
- Join Date
- Aug 2018
- Gender
Re: spells that you would never want.
A thing that only targets specific creatures, not empty locations. Clairvoyance won't do it at that range either. Arcane Eye miiiiight be able to do it, since you can create one at a location you can see? It's not a gimme, though.
The real problem with IPTP isn't that what it does is easy. It's that what it does is mostly pointless.
-
2020-08-07, 03:20 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Italy
- Gender
Re: spells that you would never want.
Guards and wards.
You are supposed to use it to defend your lair, but sll the stuff it does is
1) hampering you more than your enemies, and
2) quite pointless anyway.
And you can also make it permanent! Imagine waking up in the night needing to use the toilet, only to find out that your corridors are full of fog, your stairs are blocked by webs, and the toilet door is locked magically.
And it's not like an attacker would have much trouble cutting down the webs or battering the door.In memory of Evisceratus: he dreamed of a better world, but he lacked the class levels to make the dream come true.
Ridiculous monsters you won't take seriously even as they disembowel you
my take on the highly skilled professional: the specialized expert
-
2020-08-07, 03:33 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Round Rock, TX
- Gender
Re: spells that you would never want.
Distance Distortion. AD&D. A 5th level spell. It would let you use an earth elemental to double or halve the dimensions of an enclosed space (like a cave or hallway). It required you to first cast another 5th level spell: Conjure Elemental. Elementals were by default hostile to whoever summoned them but, when you declared you were going to cast Distance Distortion, the elemental wouldn't attack (presumably because of the fit of laughter it was experiencing) as it laid on the ground to compress or expand your room.
Why would you cast this? I mean, it was two 5th level slots. Back when wizards didn’t get bonus spells for high Intelligence. I think you could do more with a second elemental. . .
edit: clarityLast edited by El Dorado; 2020-08-09 at 03:09 AM.
Avatar by Qwernt
-
2020-08-07, 05:13 PM (ISO 8601)
- Join Date
- Mar 2005
- Location
- 61.2° N, 149.9° W
- Gender
Re: spells that you would never want.
Guards & wards and distance distortion are somebody's ad&d spells for base building. They got stuck in the books, probably because they were just collecting everything they had for the first hardbacks.
They're both downtime spells, both base defense spells, and both were written for somebody's base. It would probably be more obvious if they had a proper name stuck on the beginning like Melf or Rary.
To use them you build a base that has two paths, one obvious and the other secret or able to be completely closed off. Your base also needs depth to it's defenses, several layers of defenders. For distance distortion you want to use it twice, lengthen the obvious hallway and shorten your secret/sealed hallway. The survivors of the first layer of defense run down the short hallway while the attackers take the long route, buying you time to raise the alarm and prepare defenses. Guards & wards works pretty much the same way but you want some cross passages and stairs thrown in.
-
2020-08-07, 09:18 PM (ISO 8601)
- Join Date
- Nov 2013
-
2020-08-07, 09:25 PM (ISO 8601)
- Join Date
- Oct 2009
Re: spells that you would never want.
Again, you're not choosing. You cast draconic polymorph and then the contingency kicks off and you get Tenser's on top of it IF the form chosen can't cast spells. So in addition to the form's new physicals plus the extra boost from Draconic, you also get enhancement bonuses, extra hp attendant to the con change, and switched to full BAB.
I am not seaweed. That's a B.
Praise I've received A quick outline on building a homebrew campaign
Avatar by Tiffanie Lirle
-
2020-08-08, 06:50 PM (ISO 8601)
- Join Date
- Aug 2006
- Gender
Re: spells that you would never want.
I always wished someone had tried to address issues like this systematically. Do you know if anyone's tried this? (I haven't exactly read the entire board, so if I'm ignorant of something right in front of me in terms of a homebrew for this I'm being ignorant, hopefully not irritating)
-
2020-08-08, 07:15 PM (ISO 8601)
- Join Date
- Jun 2013
- Gender
Re: spells that you would never want.
I don't think alarm is bad. What's the spot or search DC to notice a mundane tripwire? It isn't a 'real' trap so I'm guessing it's not all that high. The spell effects the entire area, not just one tripwire, and there is no check to notice it if you can't perceive magic. Even if you detect it, you can't go around it. You also can't configure a tripwire to mentally alert you with no sound.
Last edited by Zanos; 2020-08-08 at 07:19 PM.
If any idiot ever tells you that life would be meaningless without death, Hyperion recommends killing them!
-
2020-08-09, 02:25 AM (ISO 8601)
- Join Date
- Jan 2015
- Location
- Alamogordo
- Gender
Re: spells that you would never want.
The spot or search dc could be dependent upon the stealth and craft checks rolled by the player, changing based on additional measures to hide it. Or, according to D20srd, it’d be a DC 20 to detect a simple mechanical trap before it is triggered. The section on traps goes on to say a simple trap is a snare, a trap triggered by a tripwire, or a large trap such as a pit. Seems to me that according to the game it is a “real” trap.
But I can’t say much else without repeating myself. At level 5 it can be dispelled. It is also made obsolete by level 5 but doesn’t last the full night until level 4.Characters I've enjoyed playing for more than four sessions:
Falgar the Swiftblade
Revain Sumeth, Whip Fighter Extraordinaire
Malvin Firel, Cleric of Corellon, Destroyer of Undeath
Vongur Dorent, Primeval Champion of Poverty
In defense of the Vow of Poverty
-
2020-08-09, 02:42 AM (ISO 8601)
- Join Date
- Jun 2013
- Gender
Re: spells that you would never want.
This implies that your enemies are spellcasters of at least 5th level, and prepare either detect magic or arcane sight specifically to detect and neutralize your warning system, and make a check with no retries to overcome your caster level, and ruin any attempts at stealth because all those spells have verbal components. I'd say mission accomplished then, for alarm.
I feel like the list of CR 5 threats this isn't an issue for is quite short.
EDIT: Dungeonscape Pg. 54 actually has rules for the trap that you described, and it gives you DC -5 listen check to be awoken by the trap, which is affected by distance, and it has a reflex save to avoid setting off in addition to the search check DC of 20 to notice it. The reflex save is 1/2 your craft(trapmaking) check, which probably isn't going to be more than DC 10 or so at low levels. If, like most characters, you don't have any ranks in craft(trapmaking), that would be half your take ten plus your intelligence modifier. If you're a learned wizard with 18 int, that's a DC 7 reflex save if they don't notice your trap to avoid having your throat slit in the night.Last edited by Zanos; 2020-08-09 at 02:51 AM.
If any idiot ever tells you that life would be meaningless without death, Hyperion recommends killing them!
-
2020-08-09, 02:57 AM (ISO 8601)
- Join Date
- Jan 2015
- Location
- Alamogordo
- Gender
Re: spells that you would never want.
The strong suit of a spellcaster is threat nullification and risk reduction. If a caster is capable of casting a third level spell, they also get a bonus spell of that level. This means that they can use an area dispel before combat to reduce the efficiency of the defense. Not doing so would be beyond stupid. Your gm would have to be merciful or doing you a favor to do any less. And a mage that doesn’t detect magic before an encounter with a stationary enemy? {Scrubbed} If a pc wouldn’t do it, why would an npc not do it?
Also, dispel magic has a medium range. You can cast from 100 feet away, thus reducing the risk the verbal component creates.
And again, a mundane tripwire doesn’t disappear after 2-6 hours. The only level where Alarm isn’t overshadowed by a better option is level 4. Taking a spell so it can be useful for a single level is not worth it.
Edit: are people really playing with parties where the skill monkey doesn’t put ranks in Craft (Trapmaking)? Really? Why would you be arguing for an untrained check? {Scrubbed}Last edited by truemane; 2020-08-12 at 06:37 AM. Reason: Scrubbed
-
2020-08-09, 03:08 AM (ISO 8601)
- Join Date
- Jun 2013
- Gender
Re: spells that you would never want.
If your argument is for risk reduction, you've just forced a 5th level character to blow one of their most powerful options for the day on having an at best 50/50 shot of removing your alarm. Assuming of course your caster level for a buff you can cast in relatively safety wasn't buffed in any way. If they didn't cast another spell to confirm success, they have no way of knowing if it even succeeded.
Detect Magic takes three rounds of concentration and only has 60ft of range, so...
Also, dispel magic has a medium range. You can cast from 100 feet away, thus reducing the risk the verbal component creates.
And again, a mundane tripwire doesn’t disappear after 2-6 hours. The only level where Alarm isn’t overshadowed by a better option is level 4. Taking a spell so it can be useful for a single level is not worth it.
I've literally never seen a character with ranks in it. Even if you were a skill monkey with 18 intelligence, which is uncommon for a role that usually has intelligence as a secondary stat, the DC would be 9. And every single monster in the monster manual can make a reflex save. Very few can cast dispel magic.
I like that you're suggesting I'm arguing in bad faith while also insisting that all CR 5 threats have access to dispel magic, and acting like dispel magic always succeeds against PCs.
Actually, now is probably a good time to mention that the trap in question is actually in a sidebar described by the Booby Trap feature of the Trapsmith, which probably means you can't make it at all if you aren't a Trapsmith.Last edited by truemane; 2020-08-12 at 06:38 AM. Reason: Scrub the quote
If any idiot ever tells you that life would be meaningless without death, Hyperion recommends killing them!
-
2020-08-09, 01:52 PM (ISO 8601)
- Join Date
- Jan 2015
- Location
- Alamogordo
- Gender
Re: spells that you would never want.
Admitting the risk of further derailing this conversation, I will try to answer your questions as succinctly as I care to.
Firstly: a fifth level npc mage that has dispel magic would want any buffs or defenses gone immediately. Even if there are few that a 5th level party could use that would effect them overnight, any defenses you can eliminate in advance is one you don't have to deal with in the combat itself. Any tactic that would be advantageous for a pc to use should also be usable by, and expected of, an npc. That goes for literally everything. So just as you seem to argue that the tripwire could be disabled, so too should a mage be able to counter defenses in advance. It's as simple as that.
On top of that, Alarm is a first level spell, which means the DC to dispel it is a DC 12. A fifth level wizard attempting to dispel the Alarm would have a 70% chance of success, not a 50/50 shot like you suggest (1d20 + CL 5 means you succeed on a roll of a 7).
Secondly: the likelihood of having a level 2 slot at the end of the day as a 3rd level wizard is ridiculous. If you have any more than one encounter per day, you're going to use that spell so you don't turn into a crossbow miss chance simulator.
Thirdly: I have seen four pcs in the last five games I've played with it. Granted, one of those pcs was me, but even removing my own experiences with it, it is still a 60% rate that I've seen low-level characters with ranks in that skill. If you look at the Falgar link in my signature, that one had ranks in Trapmaking. It was useful to take ranks in when operating in the city of Sigil and with a beholder in the party (it was very greedy and envious, it made multiple attempts to steal my loot). And I'm actually in a game with a Trapsmith, next session is tonight.
Fourthly: Not once did I say that ALL CR 5 threats have access to dispel magic. The fifth level sample npc wizard has Dispel Magic in the spellbook, though not prepared. A lazy dm might just copy the block without modification. The GMs I have played with tend to tailor the statblocks to challenge the party. Since the npc wizard already has 2 scrolls of fireball at level 5, it's easy to switch out that prepared spell for another option.
Finally: Your point reminds me of how I dislike the redundancy of 3.5, that even something as simple as a tripwire is listed as a PrC option. {Scrubbed} However, your argument also overlooks the DMG's Chapter 3.
A trap can be either mechanical or magic in nature... A mechanical trap can be constructed by a PC through successful use of the Craft (trapmaking) skill (see Designing a Trap, page 74, and the skill description on page 70 of the Player's Handbook)... Characters who succeed on a DC 20 Search check detect a simple mechanical trap before it is triggered. (A simple trap is a snare, a trap triggered by a tripwire, or a large trap such as a pit.) DMG p67
I guess I argued my way into a corner, if only because Craft checks are so limiting. I'd still argue that the spell isn't really helpful until level 4 and only level 4, or in a campaign where you operate all within 1 mile radius of your home base. It would be better as a cantrip, to be honest. It'd give a lot for a cantrip, but as a first level spell, the opportunity cost of preparing it is too great.
P.S.
To add to spells I'd never want, I don't really see a use for Glaze Lock, since it doesn't last long enough for resting. Discern Bloodline seems kinda boring, it's Will Save is low enough that it wouldn't really help by the time that template stacking really starts. An honorable mention is Nybor's Joyful Voyage, which teleports another person away from you (willing or unwilling), but is a touch spell for sorcerers and wizards. It was created to teleport obnoxious people away, and the "joy" in the name is the caster's joy at the annoyance's departure.Last edited by truemane; 2020-08-12 at 06:40 AM. Reason: Scrubbed
Characters I've enjoyed playing for more than four sessions:
Falgar the Swiftblade
Revain Sumeth, Whip Fighter Extraordinaire
Malvin Firel, Cleric of Corellon, Destroyer of Undeath
Vongur Dorent, Primeval Champion of Poverty
In defense of the Vow of Poverty
-
2020-08-09, 03:25 PM (ISO 8601)
- Join Date
- Jun 2018
Re: spells that you would never want.
At fifth level you get Skull Watch, is probably just better than Alarm, particularly if your DM lets you carry the skull around with you. Also, hitting a party with an area dispel runs the risk of alerting them if they have something like Continual Flame going.
Also, for spells that you never want, Life Bolt. Out-damaged by Scorching Ray, only hits undead, and does nonlethal damage to you. Also, Blight, which is just totally useless.
-
2020-08-09, 03:51 PM (ISO 8601)
- Join Date
- Jun 2013
- Gender
Re: spells that you would never want.
I'm not arguing it's an illogical desire, I'm arguing it is not the foolproof strategy you describe.
On top of that, Alarm is a first level spell, which means the DC to dispel it is a DC 12. A fifth level wizard attempting to dispel the Alarm would have a 70% chance of success, not a 50/50 shot like you suggest (1d20 + CL 5 means you succeed on a roll of a 7).
Secondly: the likelihood of having a level 2 slot at the end of the day as a 3rd level wizard is ridiculous. If you have any more than one encounter per day, you're going to use that spell so you don't turn into a crossbow miss chance simulator.
Thirdly: I have seen four pcs in the last five games I've played with it. Granted, one of those pcs was me, but even removing my own experiences with it, it is still a 60% rate that I've seen low-level characters with ranks in that skill. If you look at the Falgar link in my signature, that one had ranks in Trapmaking. It was useful to take ranks in when operating in the city of Sigil and with a beholder in the party (it was very greedy and envious, it made multiple attempts to steal my loot). And I'm actually in a game with a Trapsmith, next session is tonight.
Fourthly: Not once did I say that ALL CR 5 threats have access to dispel magic. The fifth level sample npc wizard has Dispel Magic in the spellbook, though not prepared. A lazy dm might just copy the block without modification. The GMs I have played with tend to tailor the statblocks to challenge the party. Since the npc wizard already has 2 scrolls of fireball at level 5, it's easy to switch out that prepared spell for another option.
Finally: Your point reminds me of how I dislike the redundancy of 3.5, that even something as simple as a tripwire is listed as a PrC option. {Scrub the post, scrub the quote}
However, your argument also overlooks the DMG's Chapter 3.
I will concede one thing though, and that is that Craft checks take a minimum day to make, which is a tad absurd, since right now I can rig up a bell on twine in less than 20 minutes, since I already have a bell, some p-cord, a couple nails, and a hammer. It wouldn't be hard to spot in daylight, though without a light, it probably would be. But alas, D&D tries to abstract aspects of the real world and condense them into playable framework. So by RAW a party doesn't get full night defenses save for Spot and Listen until level 4, and mundane methods until level 6. That's actually kinda disappointing to realize, just another way mundane methods are shafted by the efficiency of magic. What hurts more is that the components of Alarm require the same things you'd use in a bell-tripwire, but you can't actually do it by RAW in less than a day until level 6 with a specific PrC that provides an ability no other PrC does.
I guess I argued my way into a corner, if only because Craft checks are so limiting. I'd still argue that the spell isn't really helpful until level 4 and only level 4, or in a campaign where you operate all within 1 mile radius of your home base. It would be better as a cantrip, to be honest. It'd give a lot for a cantrip, but as a first level spell, the opportunity cost of preparing it is too great.Last edited by truemane; 2020-08-12 at 06:41 AM. Reason: Scrub the quote
If any idiot ever tells you that life would be meaningless without death, Hyperion recommends killing them!
-
2020-08-09, 05:14 PM (ISO 8601)
- Join Date
- Jan 2015
- Location
- Alamogordo
- Gender
Re: spells that you would never want.
So oof on the misread of the line, that is indeed my bad. However, again, you continue to make the bold assumption that options available to the pcs are not available to the npcs. I see no reason why a wizard that is attacking the party can't have their own CL increasing items or feats or whatever. All of your arguments rely on ONLY the players having those options.
Yeah, this boils down to what different kinds of GMs we play with. I have played almost exclusively with GMs that roll to determine if there will be a random encounter and then to determine what it is, and the frequency of the rolls for "yes or no encounter" is dependent on the terrain we are in and the setting details. If your GMs choose to make overland travel trivial, that is an failing of your GM, not of the game as a whole. DMG 95 has a table for chance of wilderness encounter per hour. If you're actually rolling every hour of travel, and you're traveling for a twelve hour day in heavily traveled terrain, then you should realistically face at least one encounter with a fair chance for a second on a given day. Depending on the condition after the first encounter, I might actually increase the chance of one. If a group of people look injured, they'll look like easier targets than a strong and healthy group.
Not every encounter you face, especially random encounters, is going to be equal or greater than your character level. Sometimes you'll have weaker encounters that just drain resources. In fact, it's better when they're weaker because you're not giving out large chunks of exp constantly.
If you read through the entire discussion, I have not once made the claim that the primary defense should be a bell at the end of a cord tied to a campsite perimeter object. Literally not even once. It is a supplement, an additional method to defend yourself. Presumably you would have other means of defense, but I prefer options that actually last the entire night instead of ones that last only half the night. Magic should not be used to replace mundane options, only to supplement them, especially if the duration of the magic is not sufficiently close to the duration the effect is needed. As an example, you'd never use the Find Traps spell as a substitute for rogue, since you can't disable traps with the spell.
That's also another spell I'd never want, and would never use. The cleric will never have a better Search check than a trapfinder. I probably already mentioned it though, or someone else might have. At the very least, I don't see any uses for it.Characters I've enjoyed playing for more than four sessions:
Falgar the Swiftblade
Revain Sumeth, Whip Fighter Extraordinaire
Malvin Firel, Cleric of Corellon, Destroyer of Undeath
Vongur Dorent, Primeval Champion of Poverty
In defense of the Vow of Poverty